diff --git a/projects/mtg/bin/Res/ai/baka/deck43.txt b/projects/mtg/bin/Res/ai/baka/deck43.txt index ef6407490..d8ff52df9 100644 --- a/projects/mtg/bin/Res/ai/baka/deck43.txt +++ b/projects/mtg/bin/Res/ai/baka/deck43.txt @@ -1,61 +1,23 @@ #NAME:Heartmender -# -#DESC:"No matter who -#DESC: No matter what -#DESC: We heal. -#DESC: The good and the bad -#DESC: The calm and the mad -#DESC: The live and the dead -#DESC: We heal." - -Heartmender (SHM) *4 # continuously removes -1/-1 counters -# # from all others -Kitchen Finks (SHM) *4 # brings 2 life everytime it persists -Safehold Elite (SHM) *4 # cheap early defense -Lingering Tormentor (EVE) *4 # attacker with Fear -Rendclaw Trow (EVE) *4 # has Wither -Gravelgill Axeshark (SHM) *3 # 3/3 creature -Scuzzback Marauders (SHM) *3 # 5/2 attacker -Restless Apparition (EVE) *2 # can get +3/+3 bonus, but does the -# # AI use that ability? - -Vine Trellis (MRQ) *4 # cheap defender and mana source - -Animate Dead (RV) *4 # to bring back creatures that were -# # killed before the Heartmenders came -# # online - -Forest (10E) *12 -Swamp (10E) *12 - - -# Cards considered, but not included: -# Kithkin Spellduster - has Persist, but is expensive & needs W -# River Kelpie - has Persist, but is expensive & needs blue mana -# Rattleblaze Scarecrow - too expensive for conditional persist -# Wingrattle Scarecrow - only conditional persist -# Gaea's Cradle - AI doesn't use the mana, bad thematic fit -# Cauldron Haze - effect only til end of turn, too short -# Trapjaw Kelpie - very expensive, AI doesn't use flash -# Sadistic Glee - Might help in a deck where so many creatures go -# to the Graveyard, then again it might not if it's the -# enchanted creature that dies. The point is currently moot -# though since the AI casts the spell on its opponents anyway -# Vulturous Zombie - no Persist, too expensive -# Infest - perhaps too dangerous as long as no Heartmender in play -# Harbinger of Night - definitely too dangerous - -# Cards removed from the deck: -# none - -# Notes: -# Doesn't perform as well as I'd like it to. The deck is very -# dependent on the Heartmenders, and sometimes they take a long -# time to come out. Suggestions? -# -# Animate Dead seems to choose targets randomly and sometimes -# picks bad ones. But it still works well in this deck if it -# targets creatures with Persist, because when these get killed -# while they are animated dead, they return from the graveyard -# without the animation enchantment. It would be nice if "Animate -# Dead" could prioritize the Kitchen Finks as targets. +#DESC:Life will always endure, +#DESC:no matter the odds, +#DESC:no matter the cost. +#HINT:combo hold(Worldly Tutor|myhand)^cast(Worldly Tutor|myhand) targeting(Heartmender|mylibrary)^totalmananeeded({G}) +#HINT:alwaysattackwith(Scuzzback Marauders) +Forest (MIR) *2 +Forest (MRQ) *4 +Forest (10E) *4 +Forest (SHM) *4 +Heartmender (SHM) *4 +Kitchen Finks (SHM) *4 +Lingering Tormentor (EVE) *4 +Putrid Goblin (MH1) *2 +Raise Dead (9ED) *2 +Rendclaw Trow (EVE) *4 +Safehold Elite (SHM) *4 +Scuzzback Marauders (SHM) *4 +Swamp (MRQ) *4 +Swamp (10E) *4 +Swamp (SHM) *2 +Vine Trellis (MRQ) *4 +Worldly Tutor (MIR) *4